Creating Space Station

Okay this is a space game so there needs to be some kind of defensive space station not just ship building stations. So I decided to create one that will be added to the tactical tab that has fighters and beam weapons. Of course I don't do graphics so I'm stealing the TEC Capital Ship Factory image but using the the Hanger Defense entity file to achieve this.

The problem that I have (other then the fact that its going to be kind of ugly having a space station shooting things with no guns on it) is that since this is a Hanger Defense only the fighter counts display for the structure and not the weapon damage. If I change it to a "PlanetModuleWeaponDefense" to display the actual beam damage then I get a mini dump because I also have fighters with this and I'm assuming that entityType "PlanetModuleWeaponDefense" doesn't like having fighters associated with it. Taking out the fighters from the code makes the mini dump go away so I know that having fighters is the issue.

Is there a way to display both the weapon damage, and how many fighters a structure is holdng at the same time? Capital Ships and Frigates can do this but they are different types then planet modules(frigateRoleType vs. planetModuleRoleType).

Sorry if this has been answered already or something close to it, this forum has 30+ pages and I'm too lazy to look through all of the posts. :P

5,025 views 10 replies
Reply #1 Top
hangers can't have guns

defesnce guns can't have fighters.



The only work around, is that they both can have abilities.

(AKA, hanger with a the KOL's guass cannon)
Reply #2 Top
Is there a way to create a new entityType then? These types seem very specific and there isn't alot of room for modifications. I would like to create an entity that is a merger of both the hanger and weapon defense but I don't see any files that keep these types so I'm assuming they can't be modified.

If not then I quess I'll play with creating an ability for the hanger so it has a weapon.
Reply #3 Top
No, it isn't possible to create new entity types, the only way is to use abilities like EvilTesla suggests.
Reply #4 Top
No, it isn't possible to create new entity types

Bug the Devs.
Reply #5 Top
Been bugged, not going to happen was the response :P
Reply #6 Top
My solution was to use Hangar Functionality on the base itself, and have the base spawn stationary weapons pods that have weapons on them... ...you get the best of both worlds...
Reply #7 Top
Been bugged, not going to happen was the response

Bribe 'em. Or you could do something like what Helioforge says... But I like my way better.
Reply #8 Top
Alas, even us old timers don't really have anything to bribe them with. Crazy Canadians ;)
Reply #9 Top
Well I guess we can't expect the developers to give us all the tools or access to all the specifics of the game. If they did it would be freeware and probably not as good. But the abilities seems like a reasonable compromise.

Helio.....how did you get it to spawn weapon pods? I hadn't thought about that but that actually seems pretty cool. Did you just use the local beam, gauss or missle defense structures and have an ability spawn those? I'm guessing you used the ability that spawns the planet bombardment satelites (used on cap ships)as a template?
Reply #10 Top
If you look at the ability for the SOVA combat turret (or the siege turret), you can copy that ability and make it spawn something like a frigate with weapons, with say, 500 hull points...

In the ability, set the "expiry" time and the "cooldown" time to 200 seconds...
In the frigate, set the explosion effect to "Fighter0" or "" (blank) if it takes it, since it will destroy itself when it expires...